The servers will be coming down at 10am PDT for the patch. We will update this once we're done, and the servers are up. See you starside!

PATCHNOTES:

Content

New Map - Canyon Network

Bordered by a metropolis on one side and a drop ship base on the other, the Canyon Network is essentially a rare green space in an otherwise arid landscape that doubles as a landfill. The maglev route that bisects the canyon is the most efficient means to transport supplies and personnel across the expanse and is therefore more valuable captured than destroyed. Likened to large scale foxhole warfare, the network is primed for snipers, surprise attacks and quick getaways. One MechWarrior, when asked, said the maglev was fought over so frequently as it was ‘the only way out of the garbage dump.’

Seismic Sensor:7,500 GXP200 m rangeDetects enemy Mechs as they impact the ground during movement or fallingEnemy Mechs that move or fall within the module's range leave behind "blips" on the minimap and battlegrid

The heavier the Mech and/or the faster its speed, the larger and faster the blipAdvanced Seismic Sensor:10,000 GXPAutomatically upgrades all Seismic SensorsIncreases the sensors' detection range to 400 m

New Consumable Modules:

UAVs - General Info:With a UAV module equipped, you can press Insert to launch a UAV into the air, 150 m directly above you. The UAV will automatically target all enemy Mechs that come within its sensor radius; this information will be shared to your teamA UAV will not launch if there is insufficient clearance above youThe UAV can target Mechs that are shielded by ECM and will share this with your team

Like other shared enemy information, friendly Mechs blocked by ECM will not be able to receive thisA UAV will be destroyed after taking a cumulative 10 damage. The UAV will self-destruct after being in the air for a certain length of time

Destroying an enemy UAV is worth 50 XP

Consumable Module: UAVAutomatically unlocked40,000 C-BillsHovers for 45 seconds before self-destructingDetects enemies up to 240 m awayCan be detected and targeted by enemies within 180 mConsumed upon useConsumable Module: Advanced UAVAutomatically unlocked15 MCHovers for 60 seconds before self-destructingDetects enemies up to 240 m awayCan be detected and targeted by enemies within 180 mConsumed upon useUpgrade Module: Improved UAV15,000 GXP to unlockUpgrades the UAV moduleIncreases the UAV's hover time by 15 seconds (60 seconds total)Does not need to be equipped to a BattleMechUpgrade Module: UAV Upgrade15,000 GXP to unlockIncreases the sensor range of all your UAVs by 25%Does not need to be equipped to a BattleMechGameplayECM Hardpoint RestrictionECM must be equipped on a designated hardpoint for all ECM Capable Mechs. (Similar to AMS)All Mechs equipped with an ECM will have their ECM unequipped after this patchMech Movement Speed ChangesWhen a Mech takes damage after losing a leg, its maximum movement speed is capped at 15 kph for 5 secondsThis 5 second timer resets each time the Mech takes damageWhen a Mech has lost a leg, its maximum movement speed is capped at 50% of its normal max speed, or 40 kph, whichever is lowerWhen a Mech has lost a leg, its maximum reverse speed is 2/3rds of its maximum forward speed.When its forward speed is capped at 40 kph, the max reverse speed is 2/3rds of 40 kph (or 26.667 kph)Match Making UpdateAll new players starting the game will have 2 Elo scores assigned to them.

New Player Elo = 1100 (N-Elo)Standard Player Elo = 1300 (S-Elo)Any new player (has 25 games or less in their history) will be using their N-Elo score to be matched with other players.

The outcome of the game will affect both their N-Elo score and their S-Elo score.When the player has completed their 25th game, the N-Elo score is eliminated and the player from that point on will use their S-Elo score for match making.This change makes the initial experiences of a new player much easier and prevents the player from playing players with numerous matches under their belts.Weapon Tuning

LRMSpeed 120 (up from 100)Damage 0.9 (up from 0.7)AMSDamage per bullet 3.5 (up from 2.0)NARCRange 450 (up from 270)Duration 30 sec (up from 20 sec)Ammo per ton 12 (up from 6)LB 10-XSpread 2.25 (down from 3.0)PPC/ERPPCCooldown 4.0 (up from 3.0)Machine GunDamage 0.08 (up from 0.04)Range 120-240 (up from 90-200)Crit Chance 0.11,0.06, 0.02 (down from 0.14,0.08,0.03)Autocannon 5Range 620-1700 (up from 540-1620)Cooldown 1.5 (down from 1.7)Beagle Active ProbeNow counters ECM within 150m.BAP will only counter 1 enemy ECM 'Mech within its rangeA Mech that equips both ECM and BAP will only receive the sensor range bonus and the ability to detect powered down Mechs from BAP. Other BAP features gets overridden by the active ECM.FlamerTarget Flamer heat will not exceed 90%Heat % will no longer jump when using flamer or being flamedTarget heat will increase exponentially due to Heat RetentionOtherLRM and SRM flight paths have been re-engineered. Missiles now fall in a manner that aligns with our vision of their operation.

Streak SRM flight paths remain the sameThe bonuses from TAG, Narc, and Artemis to gain and lose a missile lock have been corrected and now properly stack together.

TAG decreases the time it takes to get a lock to 50% of the normal time, and increases the time it takes to lose a lock to 150% of the normal time.Narc decreases the time it takes to get a lock to 75% of the normal time, and increases the time it takes to lose a lock to 125% of the normal time.Artemis decreases the time it takes to get a lock to 50% of the normal time size when the Mech has line of sight to its target.

Known Issue: Artemis equipped Mechs will always receive these bonuses, even without line of sight.Bonuses from TAG stack with those from Narc or Artemis, but an Artemis equipped Mech receives no bonuses from Narc Beacons

e.g. TAG and Narc together reduce the time to achieve a missile lock to 37.5% of the normal time (50% of 75%).TAG, Narc, and Artemis now reduce the size of the overall size and spread of the missile formations.

TAG reduces the spread of missile formations to 75% of their normal size.Narc reduces the spread of missile formations to 75% of their normal size.Artemis reduces the spread of missile formations to 67% of their normal size when the Mech has line of sight to its target.Bonuses from TAG stack with those from Narc or Artemis, but an Artemis equipped Mech receives no bonuses from Narc Beacons.

e.g. TAG and Narc together reduce the spread of missile formations to 56.3% of the normal size (75% of 75%).Known Issue: Mechs with Artemis will currently receive the spread reduction bonus from Narc beacons.Enemy disruption ECM will no longer mask the positions of your teammatesAir and Artillery strikes have had their splash damage radius increased to 25m (up from 10m). Mechs will start taking fairly substantial damage if caught in one of the two strikes. The radius remains the same no matter what level the strike is (including priority air/artillery strikes)Front EndAdded Mouse sensitivity optionsLance Improvements

Added local player and put him first on the listNow displaying Alpha Lance instead of just Alpha, etc.Added Mech type to player entries in both in HUD element and Battlegrid Lance PanelAll three lances now always show on BattlegridAll lances show all four spots even if empty (empty spots have a different look than filled spots)Team commander can move any player to any spot (dragging to a filled spot will still swap players)Added drag icon to entries that did not already have an icon (only shows if you are team commander)PerformanceGameplay bandwidth costs should be reduced

Bug FixesPPC's should now do appropriate damage within Min RangeSmall amounts of packet loss should no longer cause extreme amounts of lag to the serverPlayers should be much less likely to get disconnected from a game due to poor network conditionsIn-game chat messages should now be much more reliableECM & BAP will no longer function when the Mech they are in is powered down.We thank you for your patience and we look forward to seeing you on the battlefield!